Refactor message bus and lobby networking flow
* Add local message bus emission with optional argument expansion * Improve message type validation and callback dispatch * Simplify lobby match join/disconnect handling * Move lobby server networking toward an overridable `ServerNetworking` base class * Update lobby scene to use the dedicated lobby server script * Remove obsolete window configuration and unused RPC stubs
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@@ -1,4 +1,4 @@
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extends Node
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class_name ServerNetworking extends Node
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var peer: ENetMultiplayerPeer
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@@ -44,8 +44,8 @@ func close_connection() -> void:
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peer.close()
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peer = null
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func server_client_connected(id: int) -> void:
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Globals.lobby_data.server_client_connected(id)
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func server_client_connected(_id: int) -> void:
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assert(false, "This method needs to be overridden...")
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func server_client_disconnected(id: int) -> void:
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Globals.lobby_data.server_client_disconnected(id)
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func server_client_disconnected(_id: int) -> void:
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assert(false, "This method needs to be overridden...")
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